我试图使用WPF创建三维点的动态视图,我可以绘制第一组点,但是它会崩溃,因为Mesh3DGeometry被冻结了。是否需要解冻Mesh3DGeomerty并清除网格,以便绘制下一组?
var rand = new Random();
while (true)
{
points.Clear();
for (int i = 0; i < 100; i++)
{
points.Add(new Point3D(rand.NextDouble(), rand.NextDouble(), rand.NextDouble()));
}
for (int i = 0; i < points.Count; i++)
{
AddCubeToMesh(pointCloudMesh, points[i], 0.01);
}
pointCloudMesh.Freeze();
}
还有XAML在这里
<Grid Grid.Row="1" Grid.Column="1" Margin="0 20 0 -20" Background="LightGray" Name="MyCanvas" >
<Viewport3D>
<Viewport3D.Camera>
<PerspectiveCamera x:Name="camMain" Position="0 0 5" LookDirection="0 0 -5"/>
</Viewport3D.Camera>
<ModelVisual3D>
<ModelVisual3D.Content>
<Model3DGroup>
<Model3DGroup.Children>
<AmbientLight Color="#AAAAAA" />
</Model3DGroup.Children>
</Model3DGroup>
</ModelVisual3D.Content>
</ModelVisual3D>
<ModelVisual3D>
<ModelVisual3D.Content>
<GeometryModel3D>
<GeometryModel3D.Geometry>
<MeshGeometry3D x:Name="pointCloudMesh" />
</GeometryModel3D.Geometry>
<GeometryModel3D.Material>
<DiffuseMaterial Brush="Red"/>
</GeometryModel3D.Material>
</GeometryModel3D>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
</Grid>
AddCubeToMesh代码
private void AddCubeToMesh(MeshGeometry3D mesh, Point3D center, double size)
{
if (mesh != null)
{
int offset = mesh.Positions.Count;
mesh.Positions.Add(new Point3D(center.X - size, center.Y + size, center.Z - size));
mesh.Positions.Add(new Point3D(center.X + size, center.Y + size, center.Z - size));
mesh.Positions.Add(new Point3D(center.X + size, center.Y + size, center.Z + size));
mesh.Positions.Add(new Point3D(center.X - size, center.Y + size, center.Z + size));
mesh.Positions.Add(new Point3D(center.X - size, center.Y - size, center.Z - size));
mesh.Positions.Add(new Point3D(center.X + size, center.Y - size, center.Z - size));
mesh.Positions.Add(new Point3D(center.X + size, center.Y - size, center.Z + size));
mesh.Positions.Add(new Point3D(center.X - size, center.Y - size, center.Z + size));
mesh.TriangleIndices.Add(offset + 3);
mesh.TriangleIndices.Add(offset + 2);
mesh.TriangleIndices.Add(offset + 6);
mesh.TriangleIndices.Add(offset + 3);
mesh.TriangleIndices.Add(offset + 6);
mesh.TriangleIndices.Add(offset + 7);
mesh.TriangleIndices.Add(offset + 2);
mesh.TriangleIndices.Add(offset + 1);
mesh.TriangleIndices.Add(offset + 5);
mesh.TriangleIndices.Add(offset + 2);
mesh.TriangleIndices.Add(offset + 5);
mesh.TriangleIndices.Add(offset + 6);
mesh.TriangleIndices.Add(offset + 1);
mesh.TriangleIndices.Add(offset + 0);
mesh.TriangleIndices.Add(offset + 4);
mesh.TriangleIndices.Add(offset + 1);
mesh.TriangleIndices.Add(offset + 4);
mesh.TriangleIndices.Add(offset + 5);
mesh.TriangleIndices.Add(offset + 0);
mesh.TriangleIndices.Add(offset + 3);
mesh.TriangleIndices.Add(offset + 7);
mesh.TriangleIndices.Add(offset + 0);
mesh.TriangleIndices.Add(offset + 7);
mesh.TriangleIndices.Add(offset + 4);
mesh.TriangleIndices.Add(offset + 7);
mesh.TriangleIndices.Add(offset + 6);
mesh.TriangleIndices.Add(offset + 5);
mesh.TriangleIndices.Add(offset + 7);
mesh.TriangleIndices.Add(offset + 5);
mesh.TriangleIndices.Add(offset + 4);
mesh.TriangleIndices.Add(offset + 2);
mesh.TriangleIndices.Add(offset + 3);
mesh.TriangleIndices.Add(offset + 0);
mesh.TriangleIndices.Add(offset + 2);
mesh.TriangleIndices.Add(offset + 0);
mesh.TriangleIndices.Add(offset + 1);
}
}
我的解决方案是将所有这些添加到一个分离的UserControl中,并在每次新数据到达时调用它。
发布于 2021-07-12 14:43:34
我想出的解决方案是将Point Cloud视图与另一个用户控件分开,每当我想显示一组新的数据时,我就销毁旧的用户控件并重新构建它。这是一种咄咄逼人的方法,但效果很好
用于新用户控件的XAML
<UserControl x:Class="LPDTool.View3D"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:local="clr-namespace:LPDTool"
mc:Ignorable="d"
d:DesignHeight="500" d:DesignWidth="500"
KeyDown="Window_KeyDown">
<GroupBox x:Name="GBox" Margin="0 20 0 -20" Foreground="#AAAAAA" FontSize="18" FontWeight="Medium" Background="#DDDBDA" BorderBrush="#7B7704" BorderThickness="2" FontFamily="Abadi MT">
<Viewport3D>
<Viewport3D.Camera>
<PerspectiveCamera x:Name="camMain"/>
</Viewport3D.Camera>
<ModelVisual3D>
<ModelVisual3D.Content>
<Model3DGroup>
<Model3DGroup.Children>
<AmbientLight Color="#AAAAAA" />
</Model3DGroup.Children>
</Model3DGroup>
</ModelVisual3D.Content>
</ModelVisual3D>
<ModelVisual3D>
<ModelVisual3D.Content>
<GeometryModel3D>
<GeometryModel3D.Geometry>
<MeshGeometry3D x:Name="pointCloudMesh" />
</GeometryModel3D.Geometry>
<GeometryModel3D.Material>
<DiffuseMaterial Brush="Red"/>
</GeometryModel3D.Material>
</GeometryModel3D>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
</GroupBox>
初始化构造器
public View3D()
{
InitializeComponent();
PositionCamera();
for (int i = 0; i < LPDTest.points.Count; i++)
{
AddCubeToMesh(pointCloudMesh, points[i], 0.02);
}
}
包含部分的XAML
<Grid x:Name="My3dview">
</Grid>
下面是生成代码部分(使用矮胖数据)
var rand = new Random();
while (true)
{
My3dview.Children.Clear();
points.Clear();
for (int i = 0; i < 100; i++)
{
points.Add(new Point3D(rand.NextDouble(), rand.NextDouble(), rand.NextDouble()));
}
My3dview.Children.Add(new View3D());
}
发布于 2021-07-06 15:31:41
首先:一个不给UI线程时间而生成UI部件的没完没了的循环是行不通的。在独立线程上生成数据,并将数据传递给UI线程以创建模型并显示它。
那么,解冻冷冻是不可能的:
“解冻”一个可冻结的克隆一旦冻结,就永远不能被修改或解冻;但是,您可以使用clone或CloneCurrentValue方法创建一个未冻结的克隆。
所以,如果你认为它真的需要冻结/解冻,你可以通过克隆来完成。我不认为这里需要它。
https://stackoverflow.com/questions/68244615
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